Core/Races: Really fix bug in racemasks.
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@@ -1462,7 +1462,7 @@ namespace Game.Entities
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if (Convert.ToBoolean(proto.GetFlags2() & ItemFlags2.FactionAlliance) && GetTeam() != Team.Alliance)
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return InventoryResult.CantEquipEver;
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if ((proto.GetAllowableClass() & GetClassMask()) == 0 || (proto.GetAllowableRace() & (long)GetRaceMask()) == 0)
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if ((proto.GetAllowableClass() & GetClassMask()) == 0 || (proto.GetAllowableRace() & (long)SharedConst.GetMaskForRace(GetRace())) == 0)
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return InventoryResult.CantEquipEver;
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if (proto.GetRequiredSkill() != 0)
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@@ -3362,7 +3362,7 @@ namespace Game.Entities
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return InventoryResult.ItemNotFound;
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// Used by group, function GroupLoot, to know if a prototype can be used by a player
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if ((proto.GetAllowableClass() & GetClassMask()) == 0 || (proto.GetAllowableRace() & (long)GetRaceMask()) == 0)
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if ((proto.GetAllowableClass() & GetClassMask()) == 0 || (proto.GetAllowableRace() & (long)SharedConst.GetMaskForRace(GetRace())) == 0)
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return InventoryResult.CantEquipEver;
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if (proto.GetRequiredSpell() != 0 && !HasSpell(proto.GetRequiredSpell()))
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